On a Rail

So on Terminal Station I thought be great idea to use Payload tracks to put the trains on since it would look more spiffy. The trains will be driven like those trams in HL1 (On A Rail) only the driving lever can be used with hitting.

My question is, are the Payload rails prop_static or prop_physic? If the carts in payload or my trails will be prop_dynamic then are the rails decorative or another prop that guides whatever is on the rails? Also is it possible to resize props?

Or am I thinking of the wrong props? Im starting to worry if this map is too much for my level.

The func_tracktrain is a "fake" train, i.e. its just a nodraw block you can't see. Model's cant be func_entities. The cart model should be PARENTED to the tracktrain, and the tracktrain set to follow a series of path_track entities. The rail models are visual only and have nothing to do with making it work.

But the Payload tracks are too small. So are these tracks but they are big enough to manage. Im not that wholey keen on using HL2 props myself since I know the two games design apperance are difference but I dunno what else to do. Im hoping that the tunnels will be just dark enough that no one will really notice.

Scaled. It does look much better. ^^ Crashed during Run Game but on Hammer looks good. ^^

I know map making isn't a picnic but my computer sure likes crashing. I do read through the VDC and thankful for the help your giving me, just fear I may come off as too n00bish. ;^^ I dunno if most people new here feel like that.

Sorry to double post but I made something new and would like your oppinion...

Does this look anything like a train to you?

I know the VDC says TF2 don't have any ladders but can ladders still work in TF2? I also heard from a friend while discussing about a TF2 racing map that it's possible to make vehicles in TF2 which would be great for a more efficient method to drive the trains.